- You NEED the 2600gfx by Dan Boris, that can be found here; - Unzip AHD in any directory you wish, and then unzip 2600gfx at the same place (i mean, AHD_0_1E.EXE, SHOWGFX.EXE and EDITGFX.EXE MUST be on the same dir; - If you wish, copy the ROMfiles equivalent to the .AHD files already available to the ROMs subdir - that's optional.

Off to a good start I like the multiple directory support and test animation function.
It looks like the only thing that's missing is an .ahd file generator (so you can create the .ahd files for roms that haven't been defined yet). That would probably consist of having the user scroll though the rom data manually and selecting start/end positions for the sprites...and the descriptions and "psuedo-color" data - at least until the actual color bytes are found in the rom and the program can access those as well.

Off to a good start I like the multiple directory support and test animation function.

Well thanks!

It looks like the only thing that's missing is an .ahd file generator (so you can create the .ahd files for roms that haven't been defined yet). That would probably consist of having the user scroll though the rom data manually and selecting start/end positions for the sprites...and the descriptions and "psuedo-color" data - at least until the actual color bytes are found in the rom and the program can access those as well.

MARVELOUS idea... I'll start working on it... It will be quite easy i guess... Maybe a separate program, distributed alltogether... I'll start thinking on it on this weekend...

- I'm finishing a tiny little "How to" explaining how to create .AHD files...
- I'm on final private testing of COLOR CHANGING... Whohooooo!! I'm managing to change color info on the "big, colorful sprites" (by now DK, smurfs and Frostbite), and it seems to be working like a champ... I'm using a reduced pallete though (16 colors) - but hey, it's great! You'll probably be able to D/L in on sun / mo.
- As soon as i finish the above (paint-a-sprite ), i'll start writing an utility that eases the process of creating .AHD files. Since it's have to be done from scratch it might take a week or two to get ready..

Anyway, have fun with it and if you guys managed to create .AHD files PLEASE SHARE!

Im going to work on Borgwars. Yes Custers Viagra I did hack! Proud of it. Its truely a hack to the second power. Originally someone sent me the hack. Now here is the end result of my work-LMFAO...yes I'm going to try your hacking tool first thing in the morning! My hats off to you for your hacking tool! Like custers face lift?? Art work Joey Bastard! Hes awesome!

Custer's Viagra...BLEECH! It isn't enough that the game that inspired this is bad enough, now we have to make Viagra into "the breakfast of champions", as if people haven't already done that, and put advertising such into a videogame. No thanks! Rated AO for Adults Only.

After watching the videogame segment on last night's 700 Club, I would rather see a Left Behind game on any system.

I've been trying my hand at the AHD and thought I'd practice using the Space Invaders AHD. I made a minor modification to one of the sprites and saved the hack. Only problem is, for some reason the sprites are upside down! Why did this happen?

Does this actually work for hacking color? I've been reading all of the corresponding threads, but I can't get a clear picture of what this thing is, what it does, how it works, or how to use it. Could someone enlighten me?

Right now, the only way to make them is to do it "by hand". In other words, looking through the code with HOM to get the sprite locations and looking through a disassembly to get color info. And then putting that info into a text file (that you add the extension .ahd to). Here's a file description:

Actually if you peek .AHD file (on any text editor) you'll realize that it has a pretty simple structure. And in that it is included the romsize (the line immediately under EOF).

Here's a summary of what's on it:Every sprite has 2 lines: 1st line: starting address + how the sprite is stored (N for normal, I for Inverted - i mean upside down) + color for each sprite line (0-F)2nd line: Sprite name. It will only pick the first 18 charactersThe EOF line marks the end of the sprites description;Then there's the ROM size (2048, 4096, 8192 and so on);Then i've just copy-and-paste the 10 first lines generated by SHOWGFX (just for a raw comparison for compatibility) - nothing 100% errorproof, but helps... ;Then, if you want to, you can add up to 10 lines of comments who will be displayed during the decoding process.

And it looks like I messed up. AHD is written without the ability to hack color. A sample was tried for beta2 of the program (described here)...but I don't know if that version was ever posted (?)

I've been trying my hand at the AHD and thought I'd practice using the Space Invaders AHD. I made a minor modification to one of the sprites and saved the hack. Only problem is, for some reason the sprites are upside down! Why did this happen?

Edit the Space Invaders .ahd file to use Inverted sprites. You can do that by holding shift down as you right-click the file, and then choose "open with". Scroll down and pick notepad. You will see lines like:0f4eN22222222

See the N? Change it to I (or visa-versa)

There's an earlier thread that details how to make/edit .ahd configuration files.

Disassembly...includes .cfg files and a batch file (makedo) to assemble and join the 4k parts. Edit the .asm files and then run makedo (it also removes the temp files and moves the hacked binary called mrdohack.bin to your emulator's rom folder...be sure to right-click/edit it to change the folder).